Text Coordinate Generation:
GL_S-Linear
glTexGenfv(GL_S, GL_OBJECT_PLANE, planeCoefficients)
S=Ax + By + Cz + D
GL_EYE_LINEAR
2D Texgen
GL_T-Coordinate-returns to origin
GL_TEXTURE_GEN:
Plane Equation:
Sphere Mapping:
GL_SPHERE_MAP
doesn't give you exact reflections, works better on non spherical objects.
Texgen Modes:
VERTEX ARRAYS AND VERTEX BUFFERS:
IMMEDIATE MODE:
VERTEX ARRAYS:
DISPLAY LISTS:
Commands
Generating List Names:
Vertex Buffers Objects (VBO)
Usage:
Storing Vertex data on the GPU
vertex and graphical data transferred to graphics card
Advantages:
Don't need to keep original data on client side.
Stored on server side
Use on memory GPU
Filling and Updating VBOs
Copying Vertex Data to VBO
Updating Vertex Data in VBO
Drawing with VBO
Bind Buffers you want to use
Enable Client State your using
Use appropriate Vertex Array Draw Call
Disable Client state your using
Disable Bind Buffers to return to normal vertex array state.
Updating a VBO w/o Client Side
Pixel Buffer Objects(PBO)
Streaming Texture Loads
Image changes constantly.
Benefits:
pboPack.exe
Presentations
http://artengine.ca/~catalogue-pd/8-Barknecht.pdf
http://monsterden.net/software/ragdoll-pyode-tutorial#enhancedballjoints